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69
Torque/SDK/engine/game/aiPlayer.h
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69
Torque/SDK/engine/game/aiPlayer.h
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#ifndef _AIPLAYER_H_
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#define _AIPLAYER_H_
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#ifndef _PLAYER_H_
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#include "game/player.h"
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#endif
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class AIPlayer : public Player {
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typedef Player Parent;
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public:
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enum MoveState {
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ModeStop,
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ModeMove,
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ModeStuck,
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};
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private:
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MoveState mMoveState;
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F32 mMoveSpeed;
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F32 mMoveTolerance; // Distance from destination before we stop
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Point3F mMoveDestination; // Destination for movement
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Point3F mLastLocation; // For stuck check
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bool mMoveSlowdown; // Slowdown as we near the destination
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SimObjectPtr<GameBase> mAimObject; // Object to point at, overrides location
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bool mAimLocationSet; // Has an aim location been set?
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Point3F mAimLocation; // Point to look at
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bool mTargetInLOS; // Is target object visible?
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Point3F mAimOffset;
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// Utility Methods
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void throwCallback( const char *name );
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public:
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DECLARE_CONOBJECT( AIPlayer );
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AIPlayer();
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~AIPlayer();
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virtual bool getAIMove( Move *move );
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// Targeting and aiming sets/gets
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void setAimObject( GameBase *targetObject );
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void setAimObject( GameBase *targetObject, Point3F offset );
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GameBase* getAimObject() const { return mAimObject; }
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void setAimLocation( const Point3F &location );
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Point3F getAimLocation() const { return mAimLocation; }
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void clearAim();
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// Movement sets/gets
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void setMoveSpeed( const F32 speed );
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F32 getMoveSpeed() const { return mMoveSpeed; }
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void setMoveTolerance( const F32 tolerance );
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F32 getMoveTolerance() const { return mMoveTolerance; }
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void setMoveDestination( const Point3F &location, bool slowdown );
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Point3F getMoveDestination() const { return mMoveDestination; }
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void stopMove();
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};
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#endif
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